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#1

160 hour bug?

Archive: 23 posts


So I've been making this level for a couple of weeks now and it was nearly finished, but now things have started to go wrong. Emitters are randomly resetting themselves and some 0.1 frequency pistons (not all, just some) have stopped working. I know this sounds like the 160 hour bug, but there is no way I've even spent 160 hours creating it let alone 160 hours of un-paused creation. I'm going to try putting the level into a new crater, but I'm just curious to why this has happened. If anyone knows please tell me. Thanks.2010-10-04 19:21:00

Author:
Radishlord
Posts: 706


I know this sounds like the 160 hour bug, but there is no way I've even spent 160 hours creating it let alone 160 hours of un-paused creation.

They say it's 160 hours, but that was just the glitch's name that happened to grow popular. It can be as little as 10 hours.

You're right that you need to put the level in a new crater. It helps to have a friend who can see your capture object tool so you can be more accurate when you capture chunks of your level. The worst thing you have to worry about is disappearing switches and decorations when you place the captured objects. You might want to consider emmiting the objects if this happens (with infinite lifetime, max emmited of 1.) Emmited objects are less likely to lose switches or decorations than objects placed from the poppit (due to the unpredictable bugs in LBP.)
2010-10-04 23:40:00

Author:
Incinerator22
Posts: 3251


Thanks for the reply, now I just have to find someone to help me capture it.2010-10-05 08:10:00

Author:
Radishlord
Posts: 706


Yep sounds like the 160 hour bug. I'm not sure if we've even worked out why it occurs - I got it even though I ALWAYS create in pause mode, test and rewind. It is possible to capture your whole level at once though, this is what I did and it worked fine despite being full thermo. Then you don't need anyone to help.2010-10-05 10:19:00

Author:
thor
Posts: 388


I could probably do it alone but I won't know if I'm capturing the whole level, it's pretty big.2010-10-05 16:25:00

Author:
Radishlord
Posts: 706


Helps to have a spotter for capture and for placement. It is possible to do it without a spotter, but boy it sure is handy.2010-10-05 16:38:00

Author:
jwwphotos
Posts: 11383


Helps to have a spotter for capture and for placement. It is possible to do it without a spotter, but boy it sure is handy.

Sure is. If you have an extra controller, you can do it yourself. Start the capture process using the second controller, and you can use the first controller to check your bounds.
2010-10-05 19:02:00

Author:
Aya042
Posts: 2870


Sure is. If you have an extra controller, you can do it yourself. Start the capture process using the second controller, and you can use the first controller to check your bounds.

That's a good idea but will it still be editable since player 2 captures it?
2010-10-05 19:31:00

Author:
Radishlord
Posts: 706


That's a good idea but will it still be editable since player 2 captures it?

Should be. I've used this technique many times before.
2010-10-05 19:34:00

Author:
Aya042
Posts: 2870


Ah, I've just copied it into a new crater and many large pieces have disappeared, including the whole intro. I'm trying again.
Edit: Now only the last third of the level will even copy. Fantastic
2010-10-05 19:44:00

Author:
Radishlord
Posts: 706


Yeah this is very annoying, they should allow you to reset the clock your self or something.
I have done this about 4-5 times now, once for my own level others for friends.

Yeah if you can have some one to check the capture box to make sure its big enough that helps.
When I done it to my level though I did it alone, I rather do things my self... even if it ends up being 10x harder };l

But it wasnt any trouble alone, what I did was make a block of dissolve that went around the entire level then connected a switch to it. The wire always goes to the centre of the dissolve, so put your capture box there and make as big as possible. You are able to capture the WHOLE level as a single object that way.

All the times Ive done it not a single thing has broken.

Good luck, hope you done have too much trouble with it
2010-10-05 20:21:00

Author:
oLMCo
Posts: 96


Thanks for the advice, I'll try that, but it's not the capture box because I checked with a second controller. At the moment it just seems to be leaving out random parts and it's different every time.2010-10-05 20:35:00

Author:
Radishlord
Posts: 706


Then you might have to snag in sections or possibly fix the missing parts. I know it is awful.. I have helped many with this issue. Some extremely complicated levels captured perfectly like javi's Security Breach, others a bit less complicated would simply not capture completely for whatever reason. That surrounding block that oLMCo suggests is something I never tried before and might help!2010-10-05 20:52:00

Author:
jwwphotos
Posts: 11383


It's not a very complex level, only about half the thermo but I think capturing in sections is probably best. It's not going to be easy to fit it all back together but at least I had the sense not to build it as one huge object (like my previous level lol)2010-10-05 20:59:00

Author:
Radishlord
Posts: 706


I've said this in other threads, but I generally build everything in segments in separate workshops to avoid this bug. I capture them and move them in one at a time like backing in huge trucks. Some of those workshops have gotten the bug over time, but at least the main level doesn't as I spend very little time in there. Plus I can create in play mode in the workshop without concern and test that room or segment to death before I ever pull it in.

Good luck!
2010-10-05 21:30:00

Author:
jwwphotos
Posts: 11383


Workshops would have been good, but I didn't think I would even get the bug because I only create when paused.
Nothing to do now but keep trying I guess

Edit: Thanks guys, I finally got it to work! I chopped it up into 4 sections, captured them multiple times and used the most complete one. There are some missing parts but I'll just capture them individually, only minor scenery anyway. I guess this thread can be locked now or whatever
2010-10-05 21:34:00

Author:
Radishlord
Posts: 706


...I finally got it to work! I chopped it up into 4 sections, captured them multiple times and used the most complete one.

Glad it worked out for you.

Oh, and it's okay to double-post if you have new information to present.
2010-10-06 21:52:00

Author:
Aya042
Posts: 2870


Awesome! Glad you got it working!! 2010-10-06 22:28:00

Author:
jwwphotos
Posts: 11383


Yay, it's nearly finished and I haven't had any more problems!2010-10-07 19:35:00

Author:
Radishlord
Posts: 706


When you connect a big complicated object to another it will tend to delete some necessary objects so don't use very many complicated objects,just glue stuff and you should be fine...2010-12-05 07:29:00

Author:
robotixpro
Posts: 354


Never had this or had to copy a level across using the popit (apart from one time where I wanted to make a level I'd already made look like it's in ruins), bnut it sounds annoying. Glad you got it working, and I'm suprised Mm haven't patched it yet.2010-12-05 11:21:00

Author:
kirbyman62
Posts: 1893


Every level I have ever built got hit by this bug at some time, and I've had this happen twice to the same level. It also happened to me once within a few hours of starting to build a new level. The most annoying thing wasn't having to capture and replace the level, but having to reload all the emitters when the input wires disappeared in the transition and they all fired off as soon as I placed the level as an object. This is a serious and long-enduring bug, but sadly it's still there in LBP2 beta.2010-12-06 18:50:00

Author:
Ungreth
Posts: 2130


Somebody's had time to test this in the beta? That's dedication
Oh and the affected level was published long ago, this is an old thread
2010-12-06 19:00:00

Author:
Radishlord
Posts: 706


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